예제 #1
0
    private void resumeFromTutorial()
    {
        Time.timeScale = 1f;
        pauseMenu thePauseMenu = pauseMenuUI.GetComponent <pauseMenu>();

        thePauseMenu.enabled = true;
    }
    void menu()
    {
        //GameObject handCursor = GameObject.Find("HandCursor");
        pMenu = GetComponent<pauseMenu>();
        opMenu = GetComponent<optionsMenu>();
        //layout start
        GUI.BeginGroup(new Rect(Screen.width / 2 - 150, 50, 300, 300));

        //the menu background box
        GUI.Box(new Rect(0, 0, 300, 300), "");

        //logo picture
        //GUI.Label(new Rect(15, 10, 300, 68), logoTexture);

        ///////main menu buttons
        //options button
        kinectRect = new Rect(55, 50, 180, 40);
        if(GUI.Button(kinectRect, "Using Kinect - "+ (PlayerPrefs.GetInt("useKinect") == 1))) //true if currently using the Kinect. Else false. We want to toggle this.
        {
        toggleKinect();
        }
        //back button
        backRect = new Rect(55, 100, 180, 40);
        if(GUI.Button(backRect, "Back"))
        {
        back ();
        }

        //layout end
        GUI.EndGroup();
    }
예제 #3
0
 void Start()
 {
     mainmenu = transform.parent.parent.GetComponent <pauseMenu>();
     if (mainmenu == null)
     {
         mainmenu = transform.parent.parent.parent.GetComponent <pauseMenu>();
     }
 }
 private void Start()
 {
     _pauseMenu                  = FindObjectOfType <pauseMenu>();
     rb                          = GetComponent <Rigidbody>();
     Cursor.lockState            = CursorLockMode.Locked;
     Cursor.visible              = false;
     Application.targetFrameRate = 100;
 }
예제 #5
0
 void Start()
 {
     pausa   = FindObjectOfType <pauseMenu>();
     inv     = FindObjectOfType <inventorySys>();
     world   = FindObjectOfType <WorldGeneration>();
     rb      = GetComponent <Rigidbody>();
     ArmAnim = arm.GetComponentInChildren <Animator>();
 }
예제 #6
0
 void Start()
 {
     anim   = gameObject.GetComponent <Animator>();
     player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();
     Move   = this.transform.position;
     sound  = GameObject.FindGameObjectWithTag("Sound").GetComponent <SoundManager>();
     pausep = GameObject.FindGameObjectWithTag("MainCamera").GetComponentInParent <pauseMenu>();
 }
예제 #7
0
 void Start()
 {
     // Initialise ray
     //Cursor.lockState = CursorLockMode.Locked;
     mainCam        = GameObject.Find("MainCamera");
     ray            = Camera.main.ScreenPointToRay(Input.mousePosition);
     pauseMenuSript = mainCam.GetComponent <pauseMenu> ();
     close.GetComponent <Button> ().transform.localScale = new Vector3(0, 0, 0);
 }
예제 #8
0
    void PauseMenu()
    {
        pauseMenu pauseMenu = gameObject.GetComponent <pauseMenu>();

        if (!pauseMenu.enabled && !GameObject.Find("round_menu").GetComponent <roundEnd>().enabled)
        {
            Time.timeScale = 0.0f;
            pauseMenu.LoadAchivments();
            pauseMenu.enabled = true;
        }
    }
예제 #9
0
 void Update()
 {
     pauseMenuSript = mainCam.GetComponent <pauseMenu> ();
     if (pauseMenuSript.pauseEnabled == true)
     {
     }
     else
     {
         clicking();
     }
 }
예제 #10
0
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
예제 #11
0
    void menu()
    {
        //GameObject handCursor = GameObject.Find("HandCursor");
        pMenu = GetComponent<pauseMenu>();
        opMenu = GetComponent<optionsMenu>();
        //layout start
        GUI.BeginGroup(new Rect(Screen.width / 2 - 150, 50, 300, 300));

        //the menu background box
        GUI.Box(new Rect(0, 0, 300, 300), "");

        //logo picture
        //GUI.Label(new Rect(15, 10, 300, 68), logoTexture);

        ///////main menu buttons
        //resume button
        resumeRect = new Rect(55, 50, 180, 40);
        if(GUI.Button(resumeRect, "Resume"))
        {
        resume ();
        }
        //options button
        optionsRect = new Rect(55, 100, 180, 40);
        if(GUI.Button(optionsRect, "Options")) //TODO: should only appear when there is a game to be continued
        {
        options();
        }
        //help button
        helpRect = new Rect(55, 150, 180, 40);
        if(GUI.Button(helpRect, "Help"))
        {
            help ();
        }

        //exit button
        exitRect = new Rect(55, 200, 180, 40);
        string buttonText =  "Exit Level";
        if (worldIndex ==  0) //level is levelSelect
        {
        buttonText = "Exit to Main Menu";
        }
        if(GUI.Button(exitRect, buttonText))
        {
            exitLevel();
        }

        //layout end
        GUI.EndGroup();
    }
예제 #12
0
    //activate double jump function and show double jump tutorial
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player")
        {
            Time.timeScale = 0f;                //pause game
            doubleJumpTutorial.SetActive(true); //show tutorial screen
            playerController myPC = player.GetComponent <playerController>();
            myPC.canWallJump = true;
            tutorialController tutorial = player.GetComponent <tutorialController>();
            tutorial.doubleJumpTutorialActive = true;
            pauseMenu thePauseMenu = pauseMenuUI.GetComponent <pauseMenu>();
            thePauseMenu.enabled = false; //make it so the player can't pause during the tutorial since game is already paused
            Destroy(gameObject);

            myPC.audioRun.enabled    = false;
            myPC.audioSprint.enabled = false; //disable running and sprinting sounds in tutorial screen
        }
    }
예제 #13
0
    //activate double jump function and show double jump tutorial
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player")
        {
            Time.timeScale = 0f;        //pause game
            chakraText.SetActive(true); //show tutorial screen
            playerController myPC = player.GetComponent <playerController>();
            myPC.chakraHalf = true;
            tutorialController tutorial = player.GetComponent <tutorialController>();
            tutorial.chakraTextActive = true;
            pauseMenu thePauseMenu = pauseMenuUI.GetComponent <pauseMenu>();
            thePauseMenu.enabled = false; //make it so the player can't pause during the tutorial since game is already paused
            Destroy(gameObject);

            myPC.audioRun.enabled    = false;
            myPC.audioSprint.enabled = false; //disable running and sprinting sounds in tutorial screen

            PlayerPrefs.SetString("ScrollObtained", "true");
        }
    }
예제 #14
0
 // Use this for initialization
 void Start()
 {
     stamm1 = 1;
     stamm2 = 1;
     stamm3 = 1;
     stamm4 = 1;
     gameObject.GetComponent <Renderer>().material.color = Color.red;
     a          = wieVieleSpieler.GetComponent <wieVieleSpielerS> ();
     b          = MainCamera.GetComponent <pauseMenu>();
     c          = MainCamera.GetComponent <camaraBewegt>();
     länderRot  = 1;
     länderBlau = 1;
     map        = 1;
     butRect    = new Rect((Screen.width - ctrlWidh) / 2, 0, ctrlWidh, ctrlHight);
     start      = -1;
     GetComponent <Renderer> ().enabled = false;
     g           = Ausbilden.GetComponent <tAusbilden> ();
     rubinlandan = 1;
     p           = new Vector3(100, 100000, 1000);
     pa          = new Vector3(100, 100000, 1000);
 }
    void Start()
    {
        game_menu = GameObject.FindGameObjectWithTag("Menu Canvas").GetComponent <pauseMenu>();

        current_t    = currentTile.GetComponent <Transform>();
        my_inventory = GetComponent <Inventory>();
        tile         = currentTile.GetComponent <Tile>();
        my_anim      = GetComponent <Animator>();
        gs           = GetComponent <GhostSounds>();

        enableRotate = false;
        nextTile     = null;
        move         = false;

        prevAngleF = my_flashight.GetComponent <Flashlight>().angle;
        prevPhase  = OriginalPhase;
        SetDirection(OriginalPhase);
        tile.playerOn = true;

        //tile.DebugGetAllTile();

        updateAllPopupLength();
    }
예제 #16
0
    void Start()
    {
        fireCd  = 0f;
        mFireCd = 0f;
        sFireCd = 0f;

        fireRate  = 0.15f;
        mFireRate = 0.25f;
        sFireRate = 0.4f;

        onPhysical           = true;
        onMagic              = false;
        onSpecial            = false;
        onEnemy              = false;
        onBoss               = false;
        deathParticleSpawned = false;

        atZero = false;

        sBuffIcon.enabled = false;
        fBuffIcon.enabled = false;

        pM = FindObjectOfType <pauseMenu>();
    }
예제 #17
0
    //pickup kunai
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player")
        {
            if (tutorialKunai) //show kunai tutorial screen when pick up tutorial kunai
            {
                kunaiPickup(collision);
                Time.timeScale = 0f;                 //pause game
                tutorialKunaiScreen.SetActive(true); //show tutorial screen
                tutorialController tutorial = player.GetComponent <tutorialController>();
                tutorial.kunaiTutorialActive = true;
                pauseMenu thePauseMenu = pauseMenuUI.GetComponent <pauseMenu>();
                thePauseMenu.enabled = false; //make it so the player can't pause during the tutorial since game is already paused

                playerController myPC = player.GetComponent <playerController>();
                myPC.audioRun.enabled    = false;
                myPC.audioSprint.enabled = false; //disable running and sprinting sounds in tutorial screen
            }
            else
            {
                kunaiPickup(collision); //if normal kunai then just pickup kunai
            }
        }
    }
예제 #18
0
 // Use this for initialization
 void Start()
 {
     timeStarted = true;
     a           = MainCamera.GetComponent <pauseMenu> ();
     b           = RotDran.GetComponent <Rotistdran> ();
 }
예제 #19
0
 private void Start()
 {
     _sfx = GetComponents <AudioSource>();
     menu = GameObject.Find("PauseCanvas").GetComponent <pauseMenu>();
 }
예제 #20
0
 void Start()
 {
     pauseMenu        = character.GetComponent <pauseMenu>();
     Cursor.lockState = CursorLockMode.Locked;
 }
예제 #21
0
    // Update is called once per frame
    void ResumeGame()
    {
        pauseMenu pm = GameObject.Find("HUD").GetComponent <pauseMenu>();

        pm.resumeGame();
    }
예제 #22
0
    // Use this for initialization
    void Start()
    {
        SplatManagerSystem.instance.m_envRenderer = this.gameObject.GetComponent <Renderer>();
        SplatManagerSystem.instance.splatsX       = splatsX;
        SplatManagerSystem.instance.splatsY       = splatsY;

        splatBlitMaterial = new Material(Shader.Find("Splatoonity/SplatBlit"));

        splatTex = new RenderTexture(sizeX, sizeY, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
        splatTex.Create();
        splatTexAlt = new RenderTexture(sizeX, sizeY, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
        splatTexAlt.Create();
        worldPosTex = new RenderTexture(sizeX, sizeY, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear);
        worldPosTex.Create();
        worldPosTexTemp = new RenderTexture(sizeX, sizeY, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear);
        worldPosTexTemp.Create();
        worldTangentTex = new RenderTexture(sizeX, sizeY, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
        worldTangentTex.Create();
        worldBinormalTex = new RenderTexture(sizeX, sizeY, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
        worldBinormalTex.Create();

        Shader.SetGlobalTexture("_SplatTex", splatTex);
        Shader.SetGlobalTexture("_WorldPosTex", worldPosTex);
        Shader.SetGlobalTexture("_WorldTangentTex", worldTangentTex);
        Shader.SetGlobalTexture("_WorldBinormalTex", worldBinormalTex);
        Shader.SetGlobalVector("_SplatTexSize", new Vector4(sizeX, sizeY, 0, 0));

        // Textures for tallying scores
        RT256 = new RenderTexture(256, 256, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear);
        RT256.autoGenerateMips = true;
        RT256.useMipMap        = true;
        RT256.Create();
        RT4 = new RenderTexture(4, 4, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
        RT4.Create();
        Tex4 = new Texture2D(4, 4, TextureFormat.ARGB32, false);

        GameObject rtCameraObject = new GameObject();

        rtCameraObject.name = "rtCameraObject";
        rtCameraObject.transform.position   = Vector3.zero;
        rtCameraObject.transform.rotation   = Quaternion.identity;
        rtCameraObject.transform.localScale = Vector3.one;
        rtCamera                     = rtCameraObject.AddComponent <Camera> ();
        rtCamera.clearFlags          = CameraClearFlags.SolidColor;
        rtCamera.backgroundColor     = new Color(0, 0, 0, 0);
        rtCamera.orthographic        = true;
        rtCamera.nearClipPlane       = 0.0f;
        rtCamera.farClipPlane        = 1.0f;
        rtCamera.orthographicSize    = 1.0f;
        rtCamera.aspect              = 1.0f;
        rtCamera.useOcclusionCulling = false;
        rtCamera.enabled             = false;

        RenderTextures();
        BleedTextures();
        StartCoroutine(UpdateScores());

        SendColorsToRenderer();


        //Dave Changes
        pMenu = GameObject.Find("PauseCanvas").GetComponent <pauseMenu>();
        pMenu.setColors(SplatManagerSystem.instance.Colors);
    }